411 lines
11 KiB
C
411 lines
11 KiB
C
/*
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* Copyright (c) 2014, 2015, 2016, 2023 Jonas 'Sortie' Termansen.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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* aquatinspitz.c
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* Aqua tin spitz!
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*/
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#include <sys/keycodes.h>
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#include <sys/termmode.h>
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#include <sys/types.h>
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#include <assert.h>
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#include <err.h>
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#include <errno.h>
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#include <error.h>
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#include <math.h>
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#include <signal.h>
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#include <stdint.h>
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#include <stdlib.h>
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#include <string.h>
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#include <termios.h>
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#include <time.h>
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#include <timespec.h>
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#include <unistd.h>
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#include <display.h>
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// Utility global variables every game will need.
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uint32_t my_window_id = 0;
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static size_t framesize;
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static uint32_t* fb;
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static bool game_running = true;
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static size_t game_width = 800;
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static size_t game_height = 512;
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#define MAX_KEY_NUMBER 512
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static bool keys_down[MAX_KEY_NUMBER];
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static bool keys_pending[MAX_KEY_NUMBER];
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static struct timespec key_handled_last[MAX_KEY_NUMBER];
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// Utility functions every game will need.
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bool pop_is_key_just_down(int abskbkey);
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static inline uint32_t make_color(uint8_t r, uint8_t g, uint8_t b);
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// Your game is customized from here ...
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struct player
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{
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float x;
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float y;
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int size;
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};
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struct player player;
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struct enemy
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{
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float x;
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float y;
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float vx;
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float vy;
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int size;
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int shift;
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};
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#define NUM_ENEMIES 256
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static struct enemy enemies[NUM_ENEMIES];
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// Prepare the game state for the first round.
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void init(void)
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{
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player.x = game_width / 2;
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player.y = game_height / 2;
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player.size = 24.0;
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for ( size_t i = 0; i < NUM_ENEMIES; i++ )
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{
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enemies[i].x = (float) arc4random_uniform(game_width);
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enemies[i].y = (float) arc4random_uniform(game_height);
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enemies[i].vx = (float) ((int) arc4random_uniform(96) - 48);
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enemies[i].vy = (float) ((int) arc4random_uniform(96) - 48);
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enemies[i].size = arc4random_uniform(8) + 8;
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enemies[i].shift = (int) arc4random_uniform(6) - 3;
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if ( enemies[i].shift <= 0 )
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enemies[i].shift -= 1;
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}
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}
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// Calculate the game state of the next round.
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void update(float deltatime)
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{
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float player_speed = 64.0f;
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float player_velocity_x = 0.0f;
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float player_velocity_y = 0.0f;
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if ( keys_down[KBKEY_UP] )
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player_velocity_y -= player_speed;
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if ( keys_down[KBKEY_DOWN] )
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player_velocity_y += player_speed;
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if ( keys_down[KBKEY_LEFT] )
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player_velocity_x -= player_speed;
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if ( keys_down[KBKEY_RIGHT] )
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player_velocity_x += player_speed;
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player.x += deltatime * player_velocity_x;
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player.y += deltatime * player_velocity_y;
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if ( pop_is_key_just_down(KBKEY_SPACE) )
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player.size = 192 - player.size;
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float total_speed = 0.0;
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for ( size_t i = 0; i < NUM_ENEMIES; i++ )
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{
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struct enemy* enemy = &enemies[i];
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float g = 10000.0;
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float dist_sq = (player.x - enemy->x) * (player.x - enemy->x) +
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(player.y - enemy->y) * (player.y - enemy->y);
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if ( dist_sq < 0.1 )
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dist_sq = 0.1;
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float dist = sqrtf(dist_sq);
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float f = g * enemy->size * player.size / dist_sq;
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float f_x = (player.x - enemy->x) / dist * f;
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float f_y = (player.y - enemy->y) / dist * f;
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float a_x = f_x / enemy->size;
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float a_y = f_y / enemy->size;
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enemy->vx += deltatime * a_x;
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enemy->vy += deltatime * a_y;
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float speed = sqrtf(enemy->vx * enemy->vx + enemy->vy * enemy->vy);
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total_speed += speed;
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}
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float average_speed = total_speed / NUM_ENEMIES;
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float mid_game = game_width / 2.0;
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for ( size_t i = 0; i < NUM_ENEMIES; i++ )
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{
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struct enemy* enemy = &enemies[i];
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float speed = sqrtf(enemy->vx * enemy->vx + enemy->vy * enemy->vy);
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float ox = enemy->x;
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float oy = enemy->y;
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float nx = ox + deltatime * enemy->vx;
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float ny = oy + deltatime * enemy->vy;
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if ( mid_game + enemy->size / 2 < ox &&
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nx <= mid_game + enemy->size / 2 )
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{
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if ( speed < average_speed )
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{
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if ( enemy->vx < 0.0 )
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enemy->vx = -enemy->vx;
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continue;
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}
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}
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else if ( ox <= mid_game - enemy->size / 2 &&
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mid_game - enemy->size / 2 < nx )
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{
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if ( speed >= average_speed )
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{
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if ( enemy->vx > 0.0 )
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enemy->vx = -enemy->vx;
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continue;
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}
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}
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enemy->x = nx;
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enemy->y = ny;
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}
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for ( size_t i = 0; i < NUM_ENEMIES; i++ )
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{
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struct enemy* enemy = &enemies[i];
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if ( enemy->x - enemy->size / 2 < 0 )
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{
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enemy->x = 0.0f + enemy->size / 2;
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if ( enemy->vx < 0.0 )
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enemy->vx = -0.9 * enemy->vx;
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}
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else if ( game_width < (size_t) (enemy->x + enemy->size / 2) )
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{
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enemy->x = (float) game_width - enemy->size / 2;
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if ( 0.0 < enemy->vx )
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enemy->vx = -0.9 * enemy->vx;
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}
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if ( enemy->y - enemy->size / 2 < 0 )
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{
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enemy->y = 0.0f + enemy->size / 2;
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if ( enemy->vy < 0.0 )
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enemy->vy = -0.9 * enemy->vy;
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}
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else if ( game_height < (size_t) (enemy->y + enemy->size / 2) )
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{
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enemy->y = (float) game_height - enemy->size / 2;
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if ( 0.0 < enemy->vy )
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enemy->vy = -0.9 * enemy->vy;
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}
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}
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}
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// Render the game into the framebuffer.
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void render(struct display_connection* connection)
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{
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size_t old_framesize = framesize;
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size_t xres = game_width;
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size_t yres = game_height;
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size_t pitch = xres;
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framesize = xres * yres * sizeof(uint32_t);
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if ( old_framesize != framesize && !(fb = realloc(fb, framesize)) )
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err(1, "malloc");
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// Render a colorful background.
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for ( size_t y = 0; y < yres; y++ )
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{
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for ( size_t x = 0; x < xres; x++ )
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{
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uint32_t color = make_color(x * y, y ? x / y : 255, x ^ y);
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fb[y * pitch + x] = color;
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}
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}
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// Render the player.
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for ( int t = -player.size / 2; t < player.size / 2; t++ )
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{
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if ( player.y + t < 0 )
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continue;
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size_t y = (size_t) (player.y + t);
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if ( yres <= y )
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continue;
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for ( int l = -player.size / 2; l < player.size / 2; l++ )
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{
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if ( player.x + l < 0 )
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continue;
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size_t x = (size_t) (player.x + l);
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if ( xres <= x )
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continue;
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uint32_t background = fb[y * pitch + x];
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uint32_t color = ~background;
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fb[y * pitch + x] = color;
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}
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}
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// Render the enemies.
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for ( size_t i = 0; i < NUM_ENEMIES; i++ )
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{
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struct enemy* enemy = &enemies[i];
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for ( int t = -enemy->size / 2; t < enemy->size / 2; t++ )
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{
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if ( enemy->y + t < 0 )
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continue;
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size_t y = (size_t) (enemy->y + t);
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if ( yres <= y )
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continue;
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for ( int l = -enemy->size / 2; l < enemy->size / 2; l++ )
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{
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if ( enemy->x + l < 0 )
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continue;
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size_t x = (size_t) (enemy->x + l);
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if ( xres <= x )
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continue;
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uint32_t background = fb[y * pitch + x];
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uint32_t color = enemy->shift < 0 ? background >> -enemy->shift
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: background << enemy->shift;
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color = ~color;
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fb[y * pitch + x] = color;
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}
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}
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}
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display_render_window(connection, my_window_id, 0, 0,
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game_width, game_height, fb);
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display_show_window(connection, my_window_id);
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}
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// ... to here. No need to edit stuff below.
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// Create a color from rgb values.
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static inline uint32_t make_color(uint8_t r, uint8_t g, uint8_t b)
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{
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return b << 0UL | g << 8UL | r << 16UL;
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}
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// Return if a keystroke is pending. For instance, if you press A on your
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// keyboard and keep pressing it, a new A character will appear every time a
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// small interval has passed, not just every time the code checks if A is down.
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bool pop_is_key_just_down(int abskbkey)
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{
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assert(0 <= abskbkey);
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if ( MAX_KEY_NUMBER <= (size_t) abskbkey )
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return false;
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if ( keys_pending[abskbkey] )
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{
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keys_pending[abskbkey] = false;
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clock_gettime(CLOCK_MONOTONIC, &key_handled_last[abskbkey]);
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return true;
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}
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if ( !keys_down[abskbkey] )
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return false;
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struct timespec now;
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clock_gettime(CLOCK_MONOTONIC, &now);
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struct timespec elapsed = timespec_sub(now, key_handled_last[abskbkey]);
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struct timespec repress_delay = timespec_make(0, 100 * 1000 * 1000);
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if ( timespec_lt(elapsed, repress_delay) )
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return false;
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clock_gettime(CLOCK_MONOTONIC, &key_handled_last[abskbkey]);
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return true;
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}
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// When the connection to the display server has disconnected.
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void on_disconnect(void* ctx)
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{
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(void) ctx;
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exit(0);
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}
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// When the window is asked to quit.
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void on_quit(void* ctx, uint32_t window_id)
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{
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(void) ctx;
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(void) window_id;
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exit(0);
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}
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// When the window has been resized.
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void on_resize(void* ctx, uint32_t window_id, uint32_t width, uint32_t height)
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{
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(void) ctx;
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if ( window_id != my_window_id )
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return;
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game_width = width;
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game_height = height;
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}
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// When a key has been pressed.
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void on_keyboard(void* ctx, uint32_t window_id, uint32_t codepoint)
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{
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(void) ctx;
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if ( window_id != my_window_id )
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return;
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int kbkey = KBKEY_DECODE(codepoint);
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if ( !kbkey )
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return;
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int abskbkey = (kbkey < 0) ? -kbkey : kbkey;
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if ( MAX_KEY_NUMBER <= (size_t) abskbkey )
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return;
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bool is_key_down_event = 0 < kbkey;
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if ( !keys_down[abskbkey] && is_key_down_event )
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keys_pending[abskbkey] = true;
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keys_down[abskbkey] = is_key_down_event;
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}
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// Run the game until no longer needed.
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void mainloop(struct display_connection* connection)
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{
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struct display_event_handlers handlers = {0};
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handlers.disconnect_handler = on_disconnect;
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handlers.quit_handler = on_quit;
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handlers.resize_handler = on_resize;
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handlers.keyboard_handler = on_keyboard;
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init();
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struct timespec last_frame_time;
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clock_gettime(CLOCK_MONOTONIC, &last_frame_time);
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render(connection);
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while ( game_running )
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{
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struct timespec current_frame_time;
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clock_gettime(CLOCK_MONOTONIC, ¤t_frame_time);
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struct timespec deltatime_ts =
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timespec_sub(current_frame_time, last_frame_time);
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float deltatime = deltatime_ts.tv_sec + deltatime_ts.tv_nsec / 1E9f;
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while ( display_poll_event(connection, &handlers) == 0 );
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update(deltatime);
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render(connection);
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last_frame_time = current_frame_time;
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}
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}
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// Create a display context, run the game, and then cleanly exit.
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int main(int argc, char* argv[])
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{
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struct display_connection* connection = display_connect_default();
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if ( !connection && errno == ECONNREFUSED )
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display_spawn(argc, argv);
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if ( !connection )
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error(1, errno, "Could not connect to display server");
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display_create_window(connection, my_window_id);
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display_resize_window(connection, my_window_id, game_width, game_height);
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display_title_window(connection, my_window_id, "Aquatinspitz");
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mainloop(connection);
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display_disconnect(connection);
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return 0;
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}
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